/Engine/Source/Editor/UnrealEd/Classes/Factories/FbxSceneImportOptions.h
class UFbxSceneImportOptions : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
bool
bBakePivotInVertex
* Experimental - If this option is true the inverse node pivot will be apply to the mesh vertices.
uint32:  1
bCreateContentFolderHierarchy
Scene section, detail of a fbx node TODO: Move the content folder selection here with a custom detail class TODO: Allow the user to select an existing blueprint TODO: Allow the user to specify a name for the root node TODO - The Content Path choose by the user If checked, a folder's hierarchy will be created under the import asset path.
uint32:  1
bForceFrontXAxis
Whether to force the front axis to be align with X instead of -Y.
uint32:  1
bImportAsDynamic
If checked, the mobility of all actors or components will be dynamic.
uint32:  1
bImportSkeletalMeshLODs
If enabled, creates LOD models for Unreal skeletal meshes from LODs in the import file; If not enabled, only the base skeletal mesh from the LOD group is imported.
uint32:  1
bImportStaticMeshLODs
If enabled, creates LOD models for Unreal static meshes from LODs in the import file; If not enabled, only the base static mesh from the LOD group is imported.
uint32:  1
bInvertNormalMaps
If enabled, this option will cause normal map Y (Green) values to be inverted when importing textures
bool
bTransformVertexToAbsolute
If this option is true the node absolute transform (transform, offset and pivot) will be apply to the mesh vertices.
EFBXSceneOption...
HierarchyType
Choose if you want to generate the scene hierarchy with normal level actors, one actor with multiple components, or one blueprint asset with multiple components.
FRotator
ImportRotation
FVector
ImportTranslation
float
ImportUniformScale